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These are all optional Force Powers in the Ultimate Missions books that we allow all Force Users to use in our house rules...

Force Duel (Variable Cost) Whenever a character is attacked with a force power, he/she may choose to turn the effect back on the attacker by spending the same amount of Force Points (If The Emperor uses Force Lightning for three points against Yoda, Yoda can spend three points and turn it back against the Emperor). The character must perform a save of 11 or better to accomplish this. If an attack roll is required, the character must make one. The initial attacker (if he has the Force to spend) can then opt to once again deflect the power back at the opponent, by spending the same Force and making a save of 13 or better. The power can AGAIN be redirected with a save of 15, and so on until someone runs out of Force or is hit.

Force Trance (1 Force Point) A character uses the Force to enter a healing trance. Defense value becomes zero for the duration of the trance, and the character can take no actions, but every uninterrupted round he/she regains 10 hit points. If the character is attacked (successfully or not) or activated, the Force Trance ends (hp for that round is not regained), and the character must spend another Force Point to re-enter. A character cannot regain hp past its starting amount.

Force Throw (Requires the debris tiles from SW Ultimate Missions) (1 Force Point) A character can pick up any adjacent debris tile and send that object hurtling at his/her enemy. This requires an attack roll, and the character must have line of sight. If the object hits, the character takes 10 pts of damage for a one square tile, or 20 pts of damage for a two square tile. This replaces a normal attack.

Force Ball - (1 Force Point) The character creates a ball of pure Force energy and hurls it like a missile, with a maximum range equal to the user’s Attack score. The Force Ball deals 20pts of damage to the target. The target can avoid damage with a save of 11 or higher. This replaces a normal attack.

Improved Jedi Mind Trick - (1 Force Point) Instead of making a normal attack, the character may attempt to confuse a non-unique, non Force-using enemy within six squares so that the character cannot tell enemies from allies. This power can only be used once per round. The target can make a save of 15 or better to avoid being affected. If he fails, place a one square tile beneath the figure’s base to show he is affected. Whenever the affected character is activated from now on, the player must make a save of 11 or better to act normally. If he fails, the player who used the Mind Trick power may use the character for that activation as though he were a member of his squad.

Fatal Attack - Force 6, replaces attacks: an adjacent enemy is defeated. This character gains You Were Right for the rest of the skirmish. - Anakin Skywalker, Redeemed

This one will require a lot of playtesting, but is the ultimate 'gamble' force power. If you can pull it off, it's an auto-kill on anyone. If not, the piece could be pretty much wasted since most of the cost would be for the possibility of using this power. See my "Anakin Skywalker, Redeemed" in the BlooMilk custom sets for my take on it.

By the way, it's an SA, but here's "You Were Right":

You Were Right - Whenever this character activates, it takes 40 damage; save 16.

Telipathic orders: Force 2, Replaces attack, Untill this characters next volantary movement, commander effects in this squad including this character's are not limited by range.

Precognative tactics: Force 2, Replaces turn, at the end of this character's turn, the round ends.

Combine these three with battle meditation to represent true battle meditation. I would like to see them on a Bastila Shan Jedi Master. Also a Darth Sidious/ Emperor Palpatine should have three of the four. No force valor.

Lightsaber Penetrate -- (Force 1) (replaces turn) Designate one door/wall section as open for the rest of the skirmish, must be adjacent to section. Move through all sections as if difficult terrain.--Kind of going off the Jedi Override idea here. I figure if Qui-Gon can melt a blast door down then Jedi should be able to open doors too lol.

Sith Mind Trick; Force 4 (sight, replaces turn; target 1 enemy character, that character is concidered an Allied character and can be moved and make attacks as if it were an Allied character until the end of its turn; save 16 and the character is activated this round.)

Small in the Force; Force 3 (this character is not concidered to have force points and is not affected by enemy Special Abilities and Force Powers that negate the use of Force Powers)

Force Lightening Assault(Force 1; if all of this characters attacks hit this round it may spend 1 Force Point to add +20 Damage to those attacks; save 11 no extra damage dealt)

Force Push Assault (Force 1; if all of this characters attacks hit 1 adjacent enemy this round it may spend 1 Force Point to Push back all adjacent enemies up to 2 squares; save of 11 character is not pushed)

Force Tutor(At the start of the skirmish, choose 1 allied character with a force rating that character gains Master of the Force 2 and may use [insert characters name] Force Powers once per turn; that character can spend its own Force points once per turn and spend Force points from a character named [insert characters name]once per turn)

Summon Force Phantom (Force 4: Replaces attacks; Sight, Target 1 enemy character. That character gainsForce Phantom (This character must make all of its attacks against the nearest living Allied charater or it takes 50 Damage and is concidered activated this turn; save 11 this character is concidered an enemy character for the purposes of targeting rules until the end of the round)

Lightsaber Whirlwind (Force 2, replaces turn: Make 1 attack against all characters within 6 squares) - Inspired by the lightsaber barrier move from JK:JA, but DarthDracul already took the name.

Lightning Strike [#] (Force [#]: +[#] damage on next attack, and this character's next attack cannot be prevented or redirected. If the attack hits, all other characters adjacent to the target take [#] damage) - this one was inspired by one of Starkiller's move in TFU where he charges his saber with Force lightning an unleashes it upon impact. Not quite sure what it should be called, though.

I want to thank you all for input and ideas. I know the designers of the V-set have been looking at these boards. While it is impossible to take all the ideas and put them in the first V-set, I know that there will be elements of various powers that have been posted in this thread.

* Drain Force (Force 1; Usable on this character's turn, target 1 character within 6 squares with a force rating. If target has a force point remaining, target character loses 1 force point and this character gains 1 force point)

* Force Enlightenment (Force 1; Usable on this character's turn, target 1 character within 6 squares with a force rating and a named force power. For the remainder of the skirmish this character can use that force power)

* Force Fear (Force 1; Usable on this character's turn, target 1 living character within 6 squares. Target character may not move until the end of the round, save 11)

* Force Insanity (Force 2; Replaces attacks, target 1 living character within 6 squares. Target character may not move and gets -2 to defense)

* Force Aura (Force 2; Usable on this characters turn. This character gets +2 to defense and +4 to saves until the end of its next turn)

* Force Barrier (Force 2; Replaces attacks, this character gains Damage Reduction 10 until the end of its next turn)

* Force Armor (Force 3; Replaces turn, this character gains Damage Reduction 20 until the end of its next turn)

Here is actually a special ability that seemed appropriate to this thread:

Force Transfer (replaces attacks, transfer any number of force points from one allied character within 6 squares to another ally within 6 squares.)

Laranth Tarak from Coruscant Knights Blaster Defense (force 1, when an enemy within line of sight to this character makes a non-melee attack this character can intercept and negate the attack with a save of 6)

For the Aing Tii monks/Abeloth (please release her)/Dark WomanForce Teleport (force 1; replaces turn, move this character to any empty square, this movement does not provoke attacks of oppurtunity)

Telekinesis (force 2, move one character within 6 squares to an empty square within 6 squares)

Tame Beast (force 1, replaces attacks; target savage character within 6 squares loses savage for the rest of the skirmish)

Here is an extremely powerful one to represent Abeloth and her effect on an entire planet)Corrupt Environment (Force 3, all enemy characters take 10 damage, save 6)OR(whenever an enemy character activates, at the end of their turn they take 10 damage, save 6)

drain life 5 (replaces attacks, 50 damage and 2 force points from an enemy to this character)

Force Unleashed (passive, this character can use force powers that replaces attacks and replaces turn twice instead of once)

Thought Bomb (Force 10, Replaces turn, all characters with a force rating within 12 squares, including this character, are defeated)

Sith Technobeasts (force 2, replaces turn, target living enemy character within 6 squares is now on your squad for the remainder of the skirmish. The turned character cannot spend any force points for the rest of the skirmish. An enemy character can avoid this effect with a save of 11)

Force Phantom (Force 2; replaces turn, attack one enemy with a force rating regardless of line of sight)

Force Repel (whenever an enemy targets any character in your squad with missiles or grenades within 6 squares of this character. You may redirect the missiles or grenades to any enemy character, save 11)

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